## About The Pull Request
Ports the Experimental Holotool from yogstation. An RD item that is all
the tools in a compact package.
## Why It's Good For The Game
RD has nothing interesting except the armor that kills you if you use
it, and many people dont because of that. This gives a unique,
interesting item that is useful to their kit, much like the CMO's hypo.
## Proof Of Testing
<details>
<summary>Screenshots/Videos</summary>
<img width="273" height="314" alt="image"
src="https://github.com/user-attachments/assets/7111c679-928c-4069-a4d9-ab93588d9daf"
/>
<img width="127" height="83" alt="image"
src="https://github.com/user-attachments/assets/86346c30-3ae3-449d-b40a-3c26b05f6949"
/>
</details>
## Changelog
🆑
add: The RD now has an Experimental Holotool! It starts in their locker.
/🆑
… var.
## About The Pull Request
Fixes Closets so the right button ScreenTip doesn't say "Unlock" all the
time, but shows "Lock" and "Unlock" based on closet being Locked or not.
## Why It's Good For The Game
Death by a thousand cuts. Life by a thousand polishes.
## About The Pull Request
Seems like an oversight, just makes it so they inherit normal crate
passflags of `pass_flags_self = PASSSTRUCTURE | LETPASSTHROW`
## Why It's Good For The Game
There sprite is smaller then normal crates. why do they block throwing
things over them
## Changelog
🆑
fix: You can toss things over cardboard crates
/🆑
## About The Pull Request
Extends the part of the crafting unit test that ensures consistency
between the total mats of the components of a recipe (or rather, the
result of said recipe) and a generic instance of the same type as its
result, previously only implemented on food recipes.
## Why It's Good For The Game
This ensures a degree of consistency with the material composition of
various objects in the game. I couldn't do it in the original PR as that
one was too big already and it took months to get it merged, and have
the relative bugs fixed.
Currently a WIP as I slowly deal with the unit test reports.
## Changelog
🆑
refactor: Follow-up to the crafting/material refactor from months ago.
All objects crafted with stacks now inherit their mat composition (not
necessarily the effects and color) by default, while previously only a
few things like chair, sinks and toilets did. Report any object looking
or behaving weirdly as a result.
fix: The material composition of ammo boxes is no longer a 1/10 of what
it's supposed to be. It was a shitty hack to make it harder to recycle
empty ammo boxes. Instead, they lose materials as they're emptied now.
/🆑
## About The Pull Request
The access of the injection locker matches the rest of the room and
warden can open it (not normal officers)
## Why It's Good For The Game
It makes no sense why this one method of execution specifically is only
for HOS and captain. Warden can already shoot it open with lasers or
shoot the guy being executed with lasers so it's not like it's
powercreep or smth.
## Changelog
🆑
balance: The lethal injection locker is now accessible by the warden.
/🆑
## About The Pull Request
This PR removes Defibrillators from being printable in the techlathe.
Which means the Compact belt becomes CMO exclusive item.
And adds a objective for spies to steal compact belt because it feeds it
into the black market, which other antags can maybe buy and emagg it to
turn it into a reasonable weapon
This pr also makes it so the baseline of roundstarting defibs is 4
## Why It's Good For The Game
Years ago we made defibrillators never printable, and there was no way
to get them unless it was trough cargo, and later we added it to the
techlathe which immediatly voided the cargo crate.
Medical starts with 4 defibrillators medbay usually uses 2, and then the
other 2 go to medical borgs (and theres not really ever a real reason to
print out another since you got plenty).
We also have spefific upgrade modules for medical cyborgs which is
voided by just printing a defib and inserting it into the medical borgs.
TL;DR order it from cargo either 1 using your departmental budget, 2
using your free ordering console, or 3 just from cargo
## Changelog
🆑 ezel
add: Compact Defibrillator is now a Spy objective
balance: Compact Defib is CMO exclusive again
balance: you can no longer print Defibrillators in techlathe (purchase
them via cargo if needed)
sprite: CMO compact defib now looks unique from other ones
map: catwalk defibs trimmed to 4 instead of 6
map: metastation defib added from 3 to 4
map: wawastation defib added from 3 to 4
map: tramstation defib added from 3 to 4
map: nebulastation defibs trimmed from 6 to 4
/🆑
## About The Pull Request
Gives abandoned crates a ui when you use a multitool on them
<img width="357" height="196" alt="423112"
src="https://github.com/user-attachments/assets/3742b222-d8b6-4222-89e4-89b176387f0e"
/>
<img width="352" height="278" alt="5656565623623"
src="https://github.com/user-attachments/assets/496095cf-d9d6-4ae7-9bbb-a6eff34864ca"
/>
Each `Button` component has a tooltip explaining how the minigame works
& what the column it's in means
## Why It's Good For The Game
Now you don't need to scroll through chat to find all your previous
attempts
## Changelog
🆑 Wallem
qol: Replaces abandoned crate multitool interaction with a TGUI window
that shows ALL your previous attempts
/🆑
## About The Pull Request
PR title
## Why It's Good For The Game
Warden is the weapons guy and even starts with a super cool unique
shotgun. Bandoliers are roundstart items (can be bought from bartender's
vendor when they arent using it or arent preset, can be crafted by
killing five monkeys which there are plenty of) so this just removes the
hastle of having to go get it.
## Changelog
🆑
balance: The warden starts with a bandolier in their locker
/🆑
Co-authored-by: John Doe <markkavalerov87@gmail.com>
## About The Pull Request
Updates the laser gun into four proper subtypes: Standard, Pistol, Rifle
and Carbine.
<img width="229" height="210" alt="image"
src="https://github.com/user-attachments/assets/12c03076-8ebf-4d87-8c98-6a8cce6821db"
/>
Current sprites are pending a palette change.
**Standard:** Functions as you would expect. Same as ever.
**Pistol**: Lower charge, 20 force, normal sized, recharges faster.
**Carbine**: 15 force, 26 mag, two round burst. Projectiles flight
slightly faster. Cannot dual-wield.
**Rifle**: 20 force. 40 mag. Two round burst. EMP resistant (not
immune). Projectiles fly slightly faster. Cannot dual-wield (not that
you need to).
All but the rifle can be sourced from cargo. You can also buy the sovl
version of the laser gun if you're especially nostalgic.
### Armory Changes
The Armory now can potentially spawn either pistols, carbines or
standard. The weighting leans closer to spawning carbines and standard
as opposed to pistols.
### Lore Dump
The laser line of weapons now all have lore. That rich, deep lore that
every game needs and is totally not important at all to the meat and
potatoes of the game. I'm paid by the hour ($0.00)
### Code Tidying
Lasers are old and a total mess code-wise so we've tidied up while we're
here.
## Why It's Good For The Game
Variety is the spice of life and also some of these weapons could have
used a face lift. Especially the laser carbine. Both functionaltiy wise
and appearance wise.
A bit of randomness in the armory means some rounds might have unique
outcomes compared to others. Sometimes, items in cargo don't see
particularly much use, so peppering in a few random potential deviations
can maybe nudge people to utilize variant gear on future rounds.
I'm obsessed with writing too much information. I blame Hatterhat.
## Changelog
🆑
add: Three variants of the laser gun; Carbine (replacing the existing
one), Pistol and Rifle! Find it (possibly) in your armory today!
balance: The armory laser guns might be different variants of the laser
gun, rather than always being the standard. The standard is the same as
ever, even if it looks different.
add: If you care, the sovl version is available as a goodie. And in the
hands of pirates...
spellcheck: Lore! LORE FOR LASER GUNS! LOOOORE! Examine laser guns
closely and you might learn more about them.
balance: The new set of laser guns come with brand new sprites.
/🆑
---------
Co-authored-by: StaringGasMask <62149527+Exester509@users.noreply.github.com>
## About The Pull Request
This PR removed the health analyzer from cmo roundstart gear
## Why It's Good For The Game
Its a tech bypass and encourages heads to research stuff to the
department can do their work better plus cmo like the ce who lost his
tools get alot other QoL tools which give them the edge as a head
## Changelog
🆑 Ezel
balance: Cmo no longer starts with a advanced health analyzer
/🆑
## About The Pull Request
Sets door_anim_time = 0 so bodybags don't try to animate a door that
doesn't exist
## Changelog
🆑 Melbert
fix: Things disappear instantly when going into bodybags
/🆑
## About The Pull Request
What it says on the tin
## Why It's Good For The Game
These modules are often found mapped in roundstart, and are also
printable extremely early in the round. They're not exactly high power
modules, and they are largely important quality of life tools for
non-humans species.
Which, now, operatives can be. So if the op cares to get it, they can
shove it in their suit. The complexity limits of their suit will more
than likely require them to be picky about what they put in anyway.
That's why the complexity system exists in the first place.
They're best placed here so we can assume by default the operative
doesn't need them, since most species don't need, for example, plasma
stabilization. It might be important for icemoon in case an operative
has a nasty fall! ~~Or experiences that weird bug where plasmification
spreads to people~~
## Changelog
🆑
qol: Operative lockers come with thermal regulator and plasma stabilizer
modules.
/🆑
## About The Pull Request
https://github.com/user-attachments/assets/d3ddfa79-c7c1-4ab3-81fb-08eedbf51539
## Why It's Good For The Game
I didn't really like how closets shutting would instantly vanish all of
the objects inside, so this is just a small tweak to maintain the
illusion.
The items are not grabbable while the closet is shutting, physically
they still enter instantly, we just visually keep them in place for a
moment
Unfortunately it seems like this doesn't play too nicely with sidemap -
some objects will outright disappear and the display order is shuffled,
I'm not sure the best way to get around that
## Changelog
🆑 Melbert
qol: Closet animation has been updated slightly - when closing objects
no longer disappear instantly.
/🆑
## About The Pull Request
Moves a lot of the unique renaming implementations described in #82664
to the functions given by the `obj_flag` `UNIQUE_RENAME`.
`UNIQUE_RENAME` has been given new properties to account for
non-standard renaming, these being the `RENAME_NO_DESC` flag that
prevents changing the description, the `nameformat()` and `descformat()`
procs that, when modified, allow for applying naming formats(i.e. "Body
Bag - [input]"), as well as other post-renaming handling such as
changing the name of the output plant of a renamed seed, the
`rename_checks()` proc that allows for unique naming prevention(such as
a locked personal closet), and the `rename_reset()` proc to clean up
other possible renamed variables potentially changed in `nameformat()`
and `descformat()`.
This also adds `/datum/element/tool_renaming` to crayons, which will let
them rename anything that has `UNIQUE_RENAME`. I looked through
everything with that flag, and I didn't see anything that I don't think
should be renameable by a crayon(except things that shouldn't be
renamable with pens), so it shouldn't fuck anything up.
## Why It's Good For The Game
moves all of the non-honorable mentions in #82664 to the same renaming
system, and also moves all of the honorable mentions save for:
- plaques, as they only get renamed once and wouldn't benefit from
`UNIQUE_RENAME` imo
- books, because they're far more than just renaming, and are persistent
- paintings, because they're persistent
- photos, because they're not normal renaming and they're persistent
- endoskeletons, because they're done with a multitool in UI
- cardboard IDs, because they're far more than just renaming
Additionally, this fixes:
- Implanter renaming didn't work because a ! was missing
- Clown borg picket sign renaming didn't work because they didn't use
the correct arguments
This'll make it easier to make renameable objects in the future, as
well.
## Changelog
🆑
fix: fixes implanter renaming not working
fix: fixes clownborg picket sign renaming not working
code: brought most unique renaming implementations under UNIQUE_RENAME
/🆑
## About The Pull Request
### CMO palette update
Before - after
<img width="533" height="324" alt="image"
src="https://github.com/user-attachments/assets/c8a843a6-875d-4796-8c62-d24dd509147b"
/>
Logical follow up to #93313 and #91902
CMO now has a backpack which matches their teal palette rather than
re-using the medical doctor's blue backpack
CMO now starts with white sneakers instead of blue sneakers
### Garment bag update
Garment bags can hold backpacks, duffels, etc.
However they CANNOT store backpacks which have ANY contents, so no risk
of storage nesting memes here.
### Misc
Removed the defib mount from the CMO's closet
Minor bugfix for being unable to swap storage positions of items which
were instantiated in a storage
## Why It's Good For The Game
- Much like the Paramedic, the CMO has had many cooks which have not
always been on the same page, so this makes their sprite a bit more
coherent.
- Heads with unique packs just tossed them in their closet which is
pretty spammy given we have four variants now. Putting them in the
garment back makes sense.
- Defib mount in CMO's locker hasn't been necessary for a while now that
all treatment centers spawn with defib mounts.
- Bugfix.
## Changelog
🆑 Melbert
image: CMO now has unique backpack/satchel/etc. sprites which matches
their teal palette.
image: CMO spawns with white sneakers instead of blue sneakers.
qol: Garment bags can hold empty backpacks/satchels/etc.
del: Defib mount removed from CMO's locker.
fix: Items stocked in a storage item by default can be
mouse-drag-swapped like any other item.
/🆑
## About The Pull Request
Completely rewrites the abandoned crates code to modern code standards,
replacing messy switch statements with weighted loot spawners.
## Why It's Good For The Game
- Clear code
- Simple to add new loot types or modify existing ones
## Changelog
🆑
refactor: Abandoned crates refactored
/🆑
## About The Pull Request
Gets, yet again, more granular with multiload capabilities, by
introducing `AMMO_BOX_MULTILOAD_OUT_LOADED`; ammo boxes flagged with
this can speed-load ammo boxes that are currently inside another gun,
like revolver cylinders or internal magazines.
To accomodate for this, the previous flag that covered this,
`AMMO_BOX_MULTILOAD_OUT` can no longer speedload into currently loaded
magazines (e.g. internal magazines, including revolver cylinders).
Also implements a base type for speedloaders, moving .38 and .357
speedloaders along with .310 stripper clips to this type, instead of
being ammo boxes. Also features an UpdatePaths script for mappers, which
is why there's so many files touched - repathing is a pain.
Also also adds fancy types for ammo boxes, magazines, and speedloaders,
which isn't particularly player-facing.
Also also also makes the lionhunter ammo strip for the lionhunter rifle
visually three rounds only instead of being perpetually half-full (or
half-empty, depending on your pessimism).
## Why It's Good For The Game
The hypothetical case of "ammo box that holds shotgun ammo" should
probably... not... teleport as much of its ammo as possible into a
tube-fed shotgun, but should probably still be okay at reloading
magazines that actually go into shotguns. Or something.
More relevant, reloading BR-38 magazines with speedloaders, while funny,
probably also shouldn't be teleporting in six fresh rounds.
## Changelog
🆑
balance: General ammo boxes (not speedloaders, not stripper clips) can
no longer multiload into currently loaded magazines (revolver cylinders,
internal magazines).
balance: Speedloaders are now a separate type from ammo boxes, and can
only multiload into currently loaded magazines e.g. revolver cylinders.
qol: Ammo boxes, magazines, and speedloaders now have fancier types for
spawning in by admins.
sprite: Lionhunter ammo clips are visually smaller now.
/🆑
---------
Co-authored-by: Hatterhat <Hatterhat@users.noreply.github.com>
## About The Pull Request
- Wrapping a crate with package wrapping while pulling it will now
automatically make you grab it
- You can now open the crate while dragging it with the H.A.U.L.
gauntlets if you're the one who's pulling it. Also applies to other
items (including MOD modules) that have the component
https://github.com/user-attachments/assets/7b4743c8-855d-4274-89ca-b0507f6d3e0e
## Why It's Good For The Game
QOL for cargo technicians - having to constantly grab and let go of
crates is very annoying
## About The Pull Request
- Fixes#92214
- Fixes#92407
Whenever a mob with a client attached to it steps into a closet we
create 2 images(background & contents image) to display to that viewer
https://github.com/tgstation/tgstation/blob/4ee0793ecd23876994fa125e4e112a13a6f44455/code/game/objects/structures/crates_lockers/closet_see_inside.dm#L87
We are meant to reuse these images for multiple clients however this
proc does not check if we already made an image before. It just creates
a new one for every client(and we don't keep track of those previously
creates images) so we loose track of all sanity.
But now we make sure we make this image just once to reuse across
multiple clients
## Changelog
🆑
fix: You can no longer see parallel universes when 2 or more people gets
shoved into closets.
code: cleaned up closet see through code. It's documented & slightly
faster performance wise
/🆑
(cherry picked from commit c6dcc304ce)
## About The Pull Request
- Fixes#92214
- Fixes#92407
Whenever a mob with a client attached to it steps into a closet we
create 2 images(background & contents image) to display to that viewer
https://github.com/tgstation/tgstation/blob/4ee0793ecd23876994fa125e4e112a13a6f44455/code/game/objects/structures/crates_lockers/closet_see_inside.dm#L87
We are meant to reuse these images for multiple clients however this
proc does not check if we already made an image before. It just creates
a new one for every client(and we don't keep track of those previously
creates images) so we loose track of all sanity.
But now we make sure we make this image just once to reuse across
multiple clients
## Changelog
🆑
fix: You can no longer see parallel universes when 2 or more people gets
shoved into closets.
code: cleaned up closet see through code. It's documented & slightly
faster performance wise
/🆑
## About The Pull Request
Closes#92356
Also fixed prisoner envirobags being foldable while strapped despite
showing a failure message.
## Changelog
🆑
fix: Fixed recovered crew bodybags being foldable while there's a
"corpse" inside
/🆑
## About The Pull Request
Adds a number of new capabilities to glitter.
- It can be any colour.
<img width="657" height="398" alt="image"
src="https://github.com/user-attachments/assets/60e80c04-8eee-470c-8953-47f6eda9f83e"
/>
- It can be made in chemistry and dyed by combining it with acetone and
other reagents to give it the average colour of the non-glitter,
not-acetone reagents.
- Multiple colours can be mixed into one reagent datum, randomly
depositing a colour from those in the datum on the floor.
<img width="554" height="507" alt="image"
src="https://github.com/user-attachments/assets/9cc7d1d5-9bec-4b28-af06-310ffb24de49"
/>
- Anyone with glitter reagent in them will cough glitter onto the floor
- Glittery crates will leave a trail of appropriately coloured glitter
when moved
<img width="960" height="259" alt="image"
src="https://github.com/user-attachments/assets/71cc1176-23f9-4ae7-b500-1744b752c014"
/>
Resprited glitter to support these changes and make it not look like gas
(or ass).
## Why It's Good For The Game
It looks cool and raises the bar for chemists maximally pissing off the
janitor as they fill a room with multicoloured glitter and all the
occupants run off to cough more up all over the surrounding area.
## Changelog
🆑
add: Glitter can now be made from plastic polymers and aluminium.
add: Plastic polymer can be made at any temperature, and then heated to
produce sheets.
add: Glitter can now be made any colour, mix 10 units each of glitter
and acetone to change its colour to that of the other reagents in the
beaker.
add: Mixing different colours of glitter will cause a random selection
of those colours to appear on the floor when released.
add: Being exposed to glitter in reagent form causes you to cough up
more glitter onto the floor
add: Dragging glittery crates will now spread a trail of glitter and
angry janitors behind them.
image: Added new glitter sprites (that don't look like gasses)
/🆑
## About The Pull Request
Partially reverts #84594, removing forced tint from night vision goggles
(if anyone for some reason wants to experience it again, they can toggle
it via alt click like it could be done before the [aforementioned
PR](https://github.com/tgstation/tgstation/pull/84594))
Approved by Ghom (the original PR author)
## Why It's Good For The Game
NVG tint is a pretty sizeable accessibility issue, as forced screentint
can easily cause eye strain if they're used for prolonged periods of
time, being especially bad for blue-tinted NVGs. They're already locked
pretty deep down the techweb, and this change just made everyone avoid
them. If we need to make tintless variants of them for every single
antag and special role (and bitrunners, lol), we maybe shouldn't have
added the tint in the first place.
## About The Pull Request
Closes#92356
Also fixed prisoner envirobags being foldable while strapped despite
showing a failure message.
## Changelog
🆑
fix: Fixed recovered crew bodybags being foldable while there's a
"corpse" inside
/🆑
## About The Pull Request
Adds a number of new capabilities to glitter.
- It can be any colour.
<img width="657" height="398" alt="image"
src="https://github.com/user-attachments/assets/60e80c04-8eee-470c-8953-47f6eda9f83e"
/>
- It can be made in chemistry and dyed by combining it with acetone and
other reagents to give it the average colour of the non-glitter,
not-acetone reagents.
- Multiple colours can be mixed into one reagent datum, randomly
depositing a colour from those in the datum on the floor.
<img width="554" height="507" alt="image"
src="https://github.com/user-attachments/assets/9cc7d1d5-9bec-4b28-af06-310ffb24de49"
/>
- Anyone with glitter reagent in them will cough glitter onto the floor
- Glittery crates will leave a trail of appropriately coloured glitter
when moved
<img width="960" height="259" alt="image"
src="https://github.com/user-attachments/assets/71cc1176-23f9-4ae7-b500-1744b752c014"
/>
Resprited glitter to support these changes and make it not look like gas
(or ass).
## Why It's Good For The Game
It looks cool and raises the bar for chemists maximally pissing off the
janitor as they fill a room with multicoloured glitter and all the
occupants run off to cough more up all over the surrounding area.
## Changelog
🆑
add: Glitter can now be made from plastic polymers and aluminium.
add: Plastic polymer can be made at any temperature, and then heated to
produce sheets.
add: Glitter can now be made any colour, mix 10 units each of glitter
and acetone to change its colour to that of the other reagents in the
beaker.
add: Mixing different colours of glitter will cause a random selection
of those colours to appear on the floor when released.
add: Being exposed to glitter in reagent form causes you to cough up
more glitter onto the floor
add: Dragging glittery crates will now spread a trail of glitter and
angry janitors behind them.
image: Added new glitter sprites (that don't look like gasses)
/🆑
## About The Pull Request
Partially reverts #84594, removing forced tint from night vision goggles
(if anyone for some reason wants to experience it again, they can toggle
it via alt click like it could be done before the [aforementioned
PR](https://github.com/tgstation/tgstation/pull/84594))
Approved by Ghom (the original PR author)
## Why It's Good For The Game
NVG tint is a pretty sizeable accessibility issue, as forced screentint
can easily cause eye strain if they're used for prolonged periods of
time, being especially bad for blue-tinted NVGs. They're already locked
pretty deep down the techweb, and this change just made everyone avoid
them. If we need to make tintless variants of them for every single
antag and special role (and bitrunners, lol), we maybe shouldn't have
added the tint in the first place.
## About The Pull Request
<img width="378" height="199" alt="1eSxYbsh0e"
src="https://github.com/user-attachments/assets/e8a658ca-c1c4-48fe-bb51-c77c85a7f824"
/>
Noticed some hard dels here, does some light refactoring/code
improvement to ensure that doesn't happen.
Crates shouldn't really be owning a hard ref to the manifest in the
first place since they are detachable. Removes some code duplication in
favor of calling `tear_manifest()` which has the safety check to prevent
`forceMove()`ing a qdeleted manifest out of nullspace.
## Why It's Good For The Game
Less server hiccups.
## Changelog
Nothing players will notice besides less server hiccups.
## About The Pull Request
puts both the grass and normal sabre sheath types under a shared parent
type for shared behavior.
considered subtyping the storage datum but it seemed overkill. can do if
requested.
## Why It's Good For The Game
less copy paste. good if someone wants to add a clay-more sheath for
similar (believe that exists somewhere downstream), would have done it
myself but no sprites.
## Changelog
N/A
I would be very intrested to get this atleast testmerged, but anyhow.
This PR reduces the amount of medkits in general available in maps
(Mostly just public ones)
This PR changes the contents of Nanomed Wallvendors to include just
emergency stuff.
This PR REMOVES medigels from wall med vendors
This PR increases the sterilizine sprays amount in the drugs vendor from
1 to 3 to compensate the removal out the emergency vendors
This PR adds a tactical lite medkit to traitor uplink for 4 tc this
includes medicated suture/mesh health analyzer gauze and a atropine pen
What this PR achieves to AIM is repurposing wallmed vendors into a more
of a emergency type of vendor, while emergency lockers surgical kits are
free and RNG, this is gauranteed and costs a little bit of money.
Though i will need some help to see whats enough emergency med vendors,
so far i have 1 for every department as baseline maybe 1 every hallway
section aswell?, Pherhaps free and remove emergency medkits from
emergency lockers in general? i would love to hear people's opinion on
this
Theres alot of medkits available, so trickling down a little bit to have
medbay matter more, but in exchange there will be wall vendors to treat
your wounds with so you can bring them to medbay or have a
paramedic/doctor come to your location in time without the patient
dying.
This also removes one of the only imporant stuff in wall med vendors and
thats medigels, medigels are very popular and usually is the most common
way to treat damage (and space effecient)
🆑 Ezel
balance: Removes some public medkits on every map
balance: Changes the contents of wall med vendors to just have emergency
stuff
balance: Drugs vendor now includes 3 sterilizine medigels instead of 1
Balance: Tactical lite medkit added to traitor uplink for 4 tc, this
includes medicated suture/mesh, atropine pen, gauze, advanced health
analyzer
map:Adds more wall med vendors to the map atleast 1 every department.
/🆑
## About The Pull Request
<img width="378" height="199" alt="1eSxYbsh0e"
src="https://github.com/user-attachments/assets/e8a658ca-c1c4-48fe-bb51-c77c85a7f824"
/>
Noticed some hard dels here, does some light refactoring/code
improvement to ensure that doesn't happen.
Crates shouldn't really be owning a hard ref to the manifest in the
first place since they are detachable. Removes some code duplication in
favor of calling `tear_manifest()` which has the safety check to prevent
`forceMove()`ing a qdeleted manifest out of nullspace.
## Why It's Good For The Game
Less server hiccups.
## Changelog
Nothing players will notice besides less server hiccups.
## About The Pull Request
puts both the grass and normal sabre sheath types under a shared parent
type for shared behavior.
considered subtyping the storage datum but it seemed overkill. can do if
requested.
## Why It's Good For The Game
less copy paste. good if someone wants to add a clay-more sheath for
similar (believe that exists somewhere downstream), would have done it
myself but no sprites.
## Changelog
N/A
## About The Pull Request
I would be very intrested to get this atleast testmerged, but anyhow.
This PR reduces the amount of medkits in general available in maps
(Mostly just public ones)
This PR changes the contents of Nanomed Wallvendors to include just
emergency stuff.
This PR REMOVES medigels from wall med vendors
This PR increases the sterilizine sprays amount in the drugs vendor from
1 to 3 to compensate the removal out the emergency vendors
This PR adds a tactical lite medkit to traitor uplink for 4 tc this
includes medicated suture/mesh health analyzer gauze and a atropine pen
What this PR achieves to AIM is repurposing wallmed vendors into a more
of a emergency type of vendor, while emergency lockers surgical kits are
free and RNG, this is gauranteed and costs a little bit of money.
Though i will need some help to see whats enough emergency med vendors,
so far i have 1 for every department as baseline maybe 1 every hallway
section aswell?, Pherhaps free and remove emergency medkits from
emergency lockers in general? i would love to hear people's opinion on
this
## Why It's Good For The Game
Theres alot of medkits available, so trickling down a little bit to have
medbay matter more, but in exchange there will be wall vendors to treat
your wounds with so you can bring them to medbay or have a
paramedic/doctor come to your location in time without the patient
dying.
This also removes one of the only imporant stuff in wall med vendors and
thats medigels, medigels are very popular and usually is the most common
way to treat damage (and space effecient)
## Changelog
🆑 Ezel
balance: Removes some public medkits on every map
balance: Changes the contents of wall med vendors to just have emergency
stuff
balance: Drugs vendor now includes 3 sterilizine medigels instead of 1
Balance: Tactical lite medkit added to traitor uplink for 4 tc, this
includes medicated suture/mesh, atropine pen, gauze, advanced health
analyzer
map:Adds more wall med vendors to the map atleast 1 every department.
/🆑
## About The Pull Request
## Chemical Department
Adds a extra section to the chemlab, with materials and even a empty
bomb case for your evil chemistry needs!
Adds various beakers sizes of beakers to do chemistry with, gives one
chemical payload that can hold up to 5 beakers to nukies
Adds a locker with chemical closet supplies, medigels pill bottles
beakers.
Adds a hand labeler to properly label your stuff with! a succesfull
nukie is a organized one
Adds a toolbox for properly editing of grenades and plumbing
Adds a smart fridge ontop of the window to store your stuff in

## Bio Terrorism Department
Expands the cells so you no longer have to juggle your slimes between 2
cells
Adds a big BZ chamber to store the slimes your not breeding in (enough
space to contain every color)
adds a fully upgraded slime proccesor aswell!

## Medical section
Moves some stuff to make place for a operating computer

This also introduces a new locker sprite made by aliceee2ch
and one chemical payload variant by me
## Why It's Good For The Game
Removes some of the jank and make these places easier to use.
Adds extra stuff to the chemical section to widen the options you can do
as nukies. and make the lab a more proper lab toolwise then the absolute
bare mininum
## Changelog
🆑 Ezel
balance: Nukie Chemistry section, now includes a proper chemistry locker
with pill bottles medigels and big beakers
balance: Nukie Chemistry section, now has a extra section attached to it
that holds some limited amount chemistry materials and a empty bombcase.
balance: Nukie Chemistry section, now has various sizes of beakers, a
special chemical payload that can hold up to 5 beakers, and a hand
labeler to tag your stuff with
map: Nukie Chemistry section, now has a smartfridge
map: Nukie xenobiology section widened and added a fully upgraded slime
proccesor
sprite: New syndicate chemical locker sprite by aliceee2ch
sprite: Adds a darker version of chemical payload only for nukies
/🆑
---------
Co-authored-by: necromanceranne <40847847+necromanceranne@users.noreply.github.com>
Co-authored-by: LemonInTheDark <58055496+LemonInTheDark@users.noreply.github.com>
## About The Pull Request
https://github.com/user-attachments/assets/65a03f4a-0e44-4bce-b603-a019d5a3a36e
I want you to be able to pick up items and stuff in here but it seemed
annoying so I'm letting Melbert figure that out
Closes#92006
I didn't make it work with client log ins and log outs and all that such
and such fyi
## Why It's Good For The Game
Doesn't really make sense that you can't heal yourself in closets when
you're still able to use items and such in there. You're in the closet.
## Changelog
🆑
add: You can now see inside closets you're in, and interact with
yourself inside.
/🆑
## About The Pull Request
## Chemical Department
Adds a extra section to the chemlab, with materials and even a empty
bomb case for your evil chemistry needs!
Adds various beakers sizes of beakers to do chemistry with, gives one
chemical payload that can hold up to 5 beakers to nukies
Adds a locker with chemical closet supplies, medigels pill bottles
beakers.
Adds a hand labeler to properly label your stuff with! a succesfull
nukie is a organized one
Adds a toolbox for properly editing of grenades and plumbing
Adds a smart fridge ontop of the window to store your stuff in

## Bio Terrorism Department
Expands the cells so you no longer have to juggle your slimes between 2
cells
Adds a big BZ chamber to store the slimes your not breeding in (enough
space to contain every color)
adds a fully upgraded slime proccesor aswell!

## Medical section
Moves some stuff to make place for a operating computer

This also introduces a new locker sprite made by aliceee2ch
and one chemical payload variant by me
## Why It's Good For The Game
Removes some of the jank and make these places easier to use.
Adds extra stuff to the chemical section to widen the options you can do
as nukies. and make the lab a more proper lab toolwise then the absolute
bare mininum
## Changelog
🆑 Ezel
balance: Nukie Chemistry section, now includes a proper chemistry locker
with pill bottles medigels and big beakers
balance: Nukie Chemistry section, now has a extra section attached to it
that holds some limited amount chemistry materials and a empty bombcase.
balance: Nukie Chemistry section, now has various sizes of beakers, a
special chemical payload that can hold up to 5 beakers, and a hand
labeler to tag your stuff with
map: Nukie Chemistry section, now has a smartfridge
map: Nukie xenobiology section widened and added a fully upgraded slime
proccesor
sprite: New syndicate chemical locker sprite by aliceee2ch
sprite: Adds a darker version of chemical payload only for nukies
/🆑
---------
Co-authored-by: necromanceranne <40847847+necromanceranne@users.noreply.github.com>
Co-authored-by: LemonInTheDark <58055496+LemonInTheDark@users.noreply.github.com>